Araştırma Makalesi
BibTex RIS Kaynak Göster

Yıl 2025, Cilt: 34 Sayı: 2, 1652 - 1668, 24.10.2025
https://doi.org/10.35379/cusosbil.1690762

Öz

Kaynakça

  • Bolter, J. D., Grusin, R. (2000). Remediation: Understanding new media. MIT Press.
  • Canon. (2023). https://www.canon.se/get-involved/for-creators-in-all-worlds/#id_2245215
  • Casetti, F. (2015). The Lumière galaxy: Seven key words for the cinema to come. Columbia University Press. doi.org/10.7312/case17242-010
  • Dekker, A. (2022). In-game photography. In documentation as art. Conversation with Marco De Mutiis. Routledge.
  • Eckel, J. (2023). Screencasting: documenting processuality. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen images. Screenshot, screencast, in-game photography. 342-369. Kadmos.
  • Flusser, V. (2000). Bir fotoğraf felsefesine doğru. Espas Yayınları
  • Frosh, P. (2019). The poetics of digital media. Polity Press
  • Gaboury, J. (2022). Paper computing and early screenshot cultures. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen-images. screenshot, screencast, in-game photography. 87-92. Kadmos. https://doi.org/10.25969/mediarep/19712
  • Gadget. (2021). https://gadget.co.za/war-journalists-go-inside-call-of-duty-vanguard/
  • Gerling, W. (2018). Photography in the dıgıtal: Screenshot and in-game photography. Photographies, 11(2-3), 149-167. https://doi.org/10.1080/17540763.2018.1445013
  • Hello Games. (2017). https://www.nomanssky.com/
  • Jaynes, V. (2020). The social life of screenshots: the power of visibility in teen friendship groups. New media & Society, 22(8), 1378-1393. https://doi.org/10.1177/1461444819878806
  • Li, Y. (2023). Virtual vistas: exploring the art of in-game photography presence on social media. LUNDS Universitet.
  • Manovich, L. (2013). Software take commands. Bloomsbury Academic. DOI 10.5040/9781472544988
  • Morin, R. (2018). Inside the artificial universe that creates itself. A Team of programmers has built a self-generating cosmos, and even they don’t know what’s hiding in its vast reaches. The Atlantic, https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/
  • Möring, S., De Mutiis, M. (2019). Camera ludica: Reflections on photography in video games. Intermedia Games—Games Inter Media. Doi: 10.5040/9781501330520.ch-003
  • Otlet, P., Rayward, W. B. (1990). International organisation and dissemination of knowledge: Selected essays of Paul Otlet. Elsevier Science Publishing
  • Poremba, C. (2007). Point and shoot: remediating photography in gamespace. Games and Culture, 2(1), 49–58. https://doi.org/10.1177/1555412006295397
  • Schwendener, M (2016) The Photographic universe: Vilém Flusser’s theories of photography, media, and digital culture, (Ph. D. thesis, City University of New York). ProQuest Dissertations & Theses,  2016. 10002895.
  • Sheely, K. (2024). https://kentsheely.com/grand-theft-photo/index.html
  • Silverman, K. (2015). The Miracle of analogy: or the history of photography, part 1. Stanford University Press. doi.org/10.7312/kul-17602-020
  • Talley, T. (2015). Kill screen. “Dead end thrills talks screenshots and art”. https://killscreen.com/previously/articles/dead-end-thrills-talks-screenshots-and-art/
  • Ubisoft. (2024). https://www.ubisoft.com/en-us/game/assassins-creed/news/1muRVnHFsb4kp272AE1vej/take-your-best-shot-for-ubisofts-photomode-contest-2024

Yıl 2025, Cilt: 34 Sayı: 2, 1652 - 1668, 24.10.2025
https://doi.org/10.35379/cusosbil.1690762

Öz

Kaynakça

  • Bolter, J. D., Grusin, R. (2000). Remediation: Understanding new media. MIT Press.
  • Canon. (2023). https://www.canon.se/get-involved/for-creators-in-all-worlds/#id_2245215
  • Casetti, F. (2015). The Lumière galaxy: Seven key words for the cinema to come. Columbia University Press. doi.org/10.7312/case17242-010
  • Dekker, A. (2022). In-game photography. In documentation as art. Conversation with Marco De Mutiis. Routledge.
  • Eckel, J. (2023). Screencasting: documenting processuality. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen images. Screenshot, screencast, in-game photography. 342-369. Kadmos.
  • Flusser, V. (2000). Bir fotoğraf felsefesine doğru. Espas Yayınları
  • Frosh, P. (2019). The poetics of digital media. Polity Press
  • Gaboury, J. (2022). Paper computing and early screenshot cultures. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen-images. screenshot, screencast, in-game photography. 87-92. Kadmos. https://doi.org/10.25969/mediarep/19712
  • Gadget. (2021). https://gadget.co.za/war-journalists-go-inside-call-of-duty-vanguard/
  • Gerling, W. (2018). Photography in the dıgıtal: Screenshot and in-game photography. Photographies, 11(2-3), 149-167. https://doi.org/10.1080/17540763.2018.1445013
  • Hello Games. (2017). https://www.nomanssky.com/
  • Jaynes, V. (2020). The social life of screenshots: the power of visibility in teen friendship groups. New media & Society, 22(8), 1378-1393. https://doi.org/10.1177/1461444819878806
  • Li, Y. (2023). Virtual vistas: exploring the art of in-game photography presence on social media. LUNDS Universitet.
  • Manovich, L. (2013). Software take commands. Bloomsbury Academic. DOI 10.5040/9781472544988
  • Morin, R. (2018). Inside the artificial universe that creates itself. A Team of programmers has built a self-generating cosmos, and even they don’t know what’s hiding in its vast reaches. The Atlantic, https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/
  • Möring, S., De Mutiis, M. (2019). Camera ludica: Reflections on photography in video games. Intermedia Games—Games Inter Media. Doi: 10.5040/9781501330520.ch-003
  • Otlet, P., Rayward, W. B. (1990). International organisation and dissemination of knowledge: Selected essays of Paul Otlet. Elsevier Science Publishing
  • Poremba, C. (2007). Point and shoot: remediating photography in gamespace. Games and Culture, 2(1), 49–58. https://doi.org/10.1177/1555412006295397
  • Schwendener, M (2016) The Photographic universe: Vilém Flusser’s theories of photography, media, and digital culture, (Ph. D. thesis, City University of New York). ProQuest Dissertations & Theses,  2016. 10002895.
  • Sheely, K. (2024). https://kentsheely.com/grand-theft-photo/index.html
  • Silverman, K. (2015). The Miracle of analogy: or the history of photography, part 1. Stanford University Press. doi.org/10.7312/kul-17602-020
  • Talley, T. (2015). Kill screen. “Dead end thrills talks screenshots and art”. https://killscreen.com/previously/articles/dead-end-thrills-talks-screenshots-and-art/
  • Ubisoft. (2024). https://www.ubisoft.com/en-us/game/assassins-creed/news/1muRVnHFsb4kp272AE1vej/take-your-best-shot-for-ubisofts-photomode-contest-2024

APPARATUS AND REMEDIATION: RETHINKING PHOTOGRAPHY THROUGH IN-GAME PHOTO MODES

Yıl 2025, Cilt: 34 Sayı: 2, 1652 - 1668, 24.10.2025
https://doi.org/10.35379/cusosbil.1690762

Öz

This study analyzes the emergence dynamics, techno-mechanical infrastructure, and the cultural and aesthetic effects of in-game photography on practices of visual representation within the context of transformation of digital media. Based on the evolution of screenshot culture, it examines the artistic, documentary, and experiential dimensions of in-game photography. Traditional photography’s aesthetic and technical principles have been transferred into digital environments through photo modes in video games, forming a new type of visual narrative. The study aims to demonstrate how screenshot-taking has evolved through digitalization and how in-game photography contributes to contemporary understandings of photographic representation in digital ecosystems. A qualitative research method was employed, combining conceptual analysis and theoretical interpretation techniques. Relevant literature from media studies, photographic theory, and game studies is reviewed. The study traces the historical development of screenshots and their transformation into in-game photography, framed through Flusser’s concept of the “apparatus,” Bolter and Grusin’s theory of “remediation,” and Casetti’s notion of “relocation.” It also identifies and examines key types of in-game photography. In conclusion, this study demonstrates that, within the context of photographic representation, in-game photography transforms the screenshot from a passive recording tool into an artistic and cultural practice of production. It further emphasizes that the growing influence of in-game photography on digital art and visual culture will increasingly secure its place in both academic and artistic platforms.

Kaynakça

  • Bolter, J. D., Grusin, R. (2000). Remediation: Understanding new media. MIT Press.
  • Canon. (2023). https://www.canon.se/get-involved/for-creators-in-all-worlds/#id_2245215
  • Casetti, F. (2015). The Lumière galaxy: Seven key words for the cinema to come. Columbia University Press. doi.org/10.7312/case17242-010
  • Dekker, A. (2022). In-game photography. In documentation as art. Conversation with Marco De Mutiis. Routledge.
  • Eckel, J. (2023). Screencasting: documenting processuality. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen images. Screenshot, screencast, in-game photography. 342-369. Kadmos.
  • Flusser, V. (2000). Bir fotoğraf felsefesine doğru. Espas Yayınları
  • Frosh, P. (2019). The poetics of digital media. Polity Press
  • Gaboury, J. (2022). Paper computing and early screenshot cultures. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen-images. screenshot, screencast, in-game photography. 87-92. Kadmos. https://doi.org/10.25969/mediarep/19712
  • Gadget. (2021). https://gadget.co.za/war-journalists-go-inside-call-of-duty-vanguard/
  • Gerling, W. (2018). Photography in the dıgıtal: Screenshot and in-game photography. Photographies, 11(2-3), 149-167. https://doi.org/10.1080/17540763.2018.1445013
  • Hello Games. (2017). https://www.nomanssky.com/
  • Jaynes, V. (2020). The social life of screenshots: the power of visibility in teen friendship groups. New media & Society, 22(8), 1378-1393. https://doi.org/10.1177/1461444819878806
  • Li, Y. (2023). Virtual vistas: exploring the art of in-game photography presence on social media. LUNDS Universitet.
  • Manovich, L. (2013). Software take commands. Bloomsbury Academic. DOI 10.5040/9781472544988
  • Morin, R. (2018). Inside the artificial universe that creates itself. A Team of programmers has built a self-generating cosmos, and even they don’t know what’s hiding in its vast reaches. The Atlantic, https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/
  • Möring, S., De Mutiis, M. (2019). Camera ludica: Reflections on photography in video games. Intermedia Games—Games Inter Media. Doi: 10.5040/9781501330520.ch-003
  • Otlet, P., Rayward, W. B. (1990). International organisation and dissemination of knowledge: Selected essays of Paul Otlet. Elsevier Science Publishing
  • Poremba, C. (2007). Point and shoot: remediating photography in gamespace. Games and Culture, 2(1), 49–58. https://doi.org/10.1177/1555412006295397
  • Schwendener, M (2016) The Photographic universe: Vilém Flusser’s theories of photography, media, and digital culture, (Ph. D. thesis, City University of New York). ProQuest Dissertations & Theses,  2016. 10002895.
  • Sheely, K. (2024). https://kentsheely.com/grand-theft-photo/index.html
  • Silverman, K. (2015). The Miracle of analogy: or the history of photography, part 1. Stanford University Press. doi.org/10.7312/kul-17602-020
  • Talley, T. (2015). Kill screen. “Dead end thrills talks screenshots and art”. https://killscreen.com/previously/articles/dead-end-thrills-talks-screenshots-and-art/
  • Ubisoft. (2024). https://www.ubisoft.com/en-us/game/assassins-creed/news/1muRVnHFsb4kp272AE1vej/take-your-best-shot-for-ubisofts-photomode-contest-2024

AYGIT VE YENİDEN BİÇİMLENDİRME: OYUN İÇİ FOTOĞRAF MODLARI ÜZERİNDEN FOTOĞRAFI YENİDEN DÜŞÜNMEK

Yıl 2025, Cilt: 34 Sayı: 2, 1652 - 1668, 24.10.2025
https://doi.org/10.35379/cusosbil.1690762

Öz

Bu çalışma kapsamında, dijital medyanın dönüşüm süreci bağlamında oyun içi fotoğrafın ortaya çıkış dinamikleri, tekno-mekanik altyapısı ve görsel temsil pratikleri üzerindeki kültürel ve estetik etkileri disiplinlerarası bir perspektifle analiz edilmektedir. Ekran görüntüsü kültürünün dönüşümünden hareketle, oyun içi fotoğrafın sanatsal, belgesel ve deneyimsel boyutları ele alınmıştır. Geleneksel fotoğrafın estetik ve teknik prensipleri, video oyunlarındaki fotoğraf modları aracılığıyla dijital ortama taşınmış ve yeni bir görsel anlatım biçimi oluşturulmuştur. Çalışmanın amacı, ekran görüntüsü pratiğinin dijitalleşme sürecinde nasıl evrildiğini ve oyun içi fotoğrafın çağdaş dijital ortamlarda fotoğrafik temsil anlayışına nasıl katkı sağladığını ortaya koymaktır. Yöntem olarak nitel araştırma tasarımı benimsenmiş; kavramsal çözümleme ve kuramsal yorumlama teknikleri doğrultusunda medya çalışmaları, fotoğraf teorisi ve oyun çalışmaları alanlarındaki literatürler incelenmiştir. Çalışmada, ekran görüntüsünün tarihsel gelişimi ve oyun içi fotoğrafa dönüşüm süreci ele alınmış; Flusser’in “aygıt” kavramı, Bolter ve Grusin’in “yeniden biçimlendirme” teorisi ve Casetti’nin “yeniden konumlandırma” yaklaşımı çerçevesinde analizler gerçekleştirilmiştir. Ayrıca oyun içi fotoğrafın temel türleri ayrıntılı biçimde değerlendirilmiştir. Sonuç olarak, bu çalışma, fotoğrafik temsil bağlamında oyun içi fotoğrafın ekran görüntüsünü pasif bir kayıt aracından sanatsal ve kültürel bir üretim pratiğine dönüştürdüğünü ortaya koymakta; dijital sanat ve görsel kültür üzerindeki etkisinin giderek artarak akademik ve sanatsal platformlarda önemli bir yer edineceğini vurgulamaktadır.

Kaynakça

  • Bolter, J. D., Grusin, R. (2000). Remediation: Understanding new media. MIT Press.
  • Canon. (2023). https://www.canon.se/get-involved/for-creators-in-all-worlds/#id_2245215
  • Casetti, F. (2015). The Lumière galaxy: Seven key words for the cinema to come. Columbia University Press. doi.org/10.7312/case17242-010
  • Dekker, A. (2022). In-game photography. In documentation as art. Conversation with Marco De Mutiis. Routledge.
  • Eckel, J. (2023). Screencasting: documenting processuality. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen images. Screenshot, screencast, in-game photography. 342-369. Kadmos.
  • Flusser, V. (2000). Bir fotoğraf felsefesine doğru. Espas Yayınları
  • Frosh, P. (2019). The poetics of digital media. Polity Press
  • Gaboury, J. (2022). Paper computing and early screenshot cultures. In W. Gerling, S. Möring, & M. de Mutiis (Eds.), Screen-images. screenshot, screencast, in-game photography. 87-92. Kadmos. https://doi.org/10.25969/mediarep/19712
  • Gadget. (2021). https://gadget.co.za/war-journalists-go-inside-call-of-duty-vanguard/
  • Gerling, W. (2018). Photography in the dıgıtal: Screenshot and in-game photography. Photographies, 11(2-3), 149-167. https://doi.org/10.1080/17540763.2018.1445013
  • Hello Games. (2017). https://www.nomanssky.com/
  • Jaynes, V. (2020). The social life of screenshots: the power of visibility in teen friendship groups. New media & Society, 22(8), 1378-1393. https://doi.org/10.1177/1461444819878806
  • Li, Y. (2023). Virtual vistas: exploring the art of in-game photography presence on social media. LUNDS Universitet.
  • Manovich, L. (2013). Software take commands. Bloomsbury Academic. DOI 10.5040/9781472544988
  • Morin, R. (2018). Inside the artificial universe that creates itself. A Team of programmers has built a self-generating cosmos, and even they don’t know what’s hiding in its vast reaches. The Atlantic, https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/
  • Möring, S., De Mutiis, M. (2019). Camera ludica: Reflections on photography in video games. Intermedia Games—Games Inter Media. Doi: 10.5040/9781501330520.ch-003
  • Otlet, P., Rayward, W. B. (1990). International organisation and dissemination of knowledge: Selected essays of Paul Otlet. Elsevier Science Publishing
  • Poremba, C. (2007). Point and shoot: remediating photography in gamespace. Games and Culture, 2(1), 49–58. https://doi.org/10.1177/1555412006295397
  • Schwendener, M (2016) The Photographic universe: Vilém Flusser’s theories of photography, media, and digital culture, (Ph. D. thesis, City University of New York). ProQuest Dissertations & Theses,  2016. 10002895.
  • Sheely, K. (2024). https://kentsheely.com/grand-theft-photo/index.html
  • Silverman, K. (2015). The Miracle of analogy: or the history of photography, part 1. Stanford University Press. doi.org/10.7312/kul-17602-020
  • Talley, T. (2015). Kill screen. “Dead end thrills talks screenshots and art”. https://killscreen.com/previously/articles/dead-end-thrills-talks-screenshots-and-art/
  • Ubisoft. (2024). https://www.ubisoft.com/en-us/game/assassins-creed/news/1muRVnHFsb4kp272AE1vej/take-your-best-shot-for-ubisofts-photomode-contest-2024
Toplam 23 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Güzel Sanatlar
Bölüm Makaleler
Yazarlar

Mehmet Uluç Ceylani 0000-0003-1379-3452

Yayımlanma Tarihi 24 Ekim 2025
Gönderilme Tarihi 3 Mayıs 2025
Kabul Tarihi 17 Eylül 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 34 Sayı: 2

Kaynak Göster

APA Ceylani, M. U. (2025). AYGIT VE YENİDEN BİÇİMLENDİRME: OYUN İÇİ FOTOĞRAF MODLARI ÜZERİNDEN FOTOĞRAFI YENİDEN DÜŞÜNMEK. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 34(2), 1652-1668. https://doi.org/10.35379/cusosbil.1690762