Phenomenology of The Stanley Parable: An Analysis of Gameplay and Critical Thought
Abstract
Keywords
Etik Beyan
Kaynakça
- Aarseth, E. J. (1997). Cybertext: Perspectives on ergodic literature. JHU Press.
- Ashworth, P. (1996). Presuppose nothing! The suspension of assumptions in phenomenological psychological methodology. Journal of Phenomenological Psychology, 27(1).
- Binark, M., & Sütcü, G. B. (2008). Kültür endüstrisi ürünü olarak dijital oyun. Kalkedon Yayınları.
- Bogost, I. (2008). The rhetoric of video games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 117-140). The MIT Press.
- Dennin, K., & Burton, A. (2023). Experiential play as an analytical framework: Empathetic and grating queerness in The Last of Us Part II. The International Journal of Computer Game Research, 23(2). https://gamestudies.org/2302/articles/denninburton
- Fest, B. J. (2016). Metaproceduralısm: The Stanley Parable and the legacıes of postmodern metafiction. Wide Screen, 6(1), 1-23. https://widescreenjournal.org/wp-content/uploads/2021/06/metaproceduralism-the-stanley-parable-and-the-legacies-of-postmodern-metafiction.pdf
- Frasca, G. (2003). Ludologists love stories too: Notes from a debate that never took place. In DiGRA '03- Proceedings of the 2003 DiGRA International Conference: Level Up (pp. 4-6) http://www.digra.org/digital-library/publications/ludologists-love-stories-too-notes-from-a-debate-that-never-took-place/
- Frasca, G. (2004). Videogames of the oppresed. Electronic Book Review, 3. https://electronicbookreview.com/publications/videogames-of-the-oppressed/
Ayrıntılar
Birincil Dil
İngilizce
Konular
Yeni Medya , İletişim ve Medya Çalışmaları (Diğer)
Bölüm
Araştırma Makalesi
Yazarlar
Eylül Altundaş
*
0000-0003-4725-3235
Türkiye
Yayımlanma Tarihi
12 Mart 2026
Gönderilme Tarihi
14 Ekim 2025
Kabul Tarihi
19 Ocak 2026
Yayımlandığı Sayı
Yıl 2026 Sayı: 31