Araştırma Makalesi
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WORLD-BUILDING AND SUB-CREATION IN DIGITAL GAMES: “MYTHOPOEIA”

Yıl 2025, Cilt: 27 Sayı: 2, 875 - 913, 15.06.2025
https://doi.org/10.16953/deusosbil.1616581

Öz

The concept of sub-creation was introduced by British author John Ronald Reuel Tolkien in his 1939 lecture titled On Fairy-Stories and later elaborated in the essay of the same name, which was based on this lecture. Tolkien directly or indirectly referred to this concept in his works such as Leaf by Niggle, and The Silmarillion, written at different periods. These works can be considered as forming the fundamental structure of sub-creation. Drawing from established cultural elements such as epics, folk tales, and mythologies, Tolkien created a contemporary myth, or mythopoeia. The Lord of the Rings and The Hobbit novels were built upon these foundations. Tolkien’s works have had a profound impact on the literary world, and this influence later extended to cinema and the video game industry. This article examines the concept of sub-creation as a fundamental method of world-building in video game design and identifies its components. The research supports the idea that the gameplay experience is a significant determinant in video games. In this context, the impact of sub-creation on the gaming experience is analyzed within the framework of the sub-creation concept. The article aims to discuss a sub-creation model for video game designers. J.R.R. Tolkien’s Legendarium, a literary selection based on the sub-creation concept and referred to as such by researchers, forms the general framework of this study. In this research, sub-creation is considered a method of world-building, and its overall structure is outlined. This concept is analyzed using an intertextual approach and examined through qualitative and comparative methods. As a result, a world-building model for game designers is proposed.

Kaynakça

  • Acharya, D., & Wardrip-Fruin, N. (2019). Building worlds together: Understanding collaborative co-creation of game worlds. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1–5). Association for Computing Machinery. https://doi.org/10.1145/3337722.3337748
  • Adams, E. (2009). Fundamentals of game design (2nd ed.). New Riders.
  • Agøy, N. I. (1995). “Quid Hinieldus cum Christo?” - New Perspectives on Tolkien’s Theological Dilemma and his Sub-Creation Theory. Mallorn: The Journal of the Tolkien Society, 33, 31–38. http://www.jstor.org/stable/45320410
  • Almeida, S., Mealha, Ó., Roque, L., & Veloso, A. (2013). The video game and player in a gameplay experience model proposal. Paper presented at Videojogos 2013 - Conferência de Ciências e Artes dos Videojogos.
  • Arnheim, R. (2012). Sanat olarak sinema (Çev. G. Gündüz). İstanbul: Agora Kitaplığı.
  • Arnheim, R. (2004). Görsel düşünme (Çev. S. İrvan). İstanbul: Metis Yayınları.
  • Aydın, K., & Hanağası, U. B. (2017). Sosyoloji ve siyasal araştırmalarda karşılaştırmalı yöntem. Kocaeli Üniversitesi Sosyal Bilimler Dergisi, (33), 57–86.
  • Bethesda Game Studios. (2002). The Elder Scrolls III: Morrowind [Video oyunu]. Bethesda Softworks.
  • Bethesda Game Studios. (2006). The Elder Scrolls IV: Oblivion [Video oyunu]. Bethesda Softworks.
  • Bethesda Game Studios. (2011). The Elder Scrolls V: Skyrim [Video oyunu]. Bethesda Softworks.
  • Bethesda Softworks. (1994). The Elder Scrolls: Arena [Video oyunu]. Bethesda Softworks.
  • Černochová, J. (2008). The influence of legends and myths on J.R.R. Tolkien’s works (Master’s thesis). University of Pardubice, Faculty of Arts and Philosophy.
  • Edda. (n.d.). In Britannica Encyclopaedia. https://www.britannica.com/topic/Edda. (Retrieved: 17.7.2024).
  • Erbaş, E. D. (2018). Kara film türünün dijital oyuna etkisi bağlamında Max Payne incelemesi [Yüksek lisans tezi]. İstanbul Aydın Üniversitesi.
  • Evelyn, J., & Tamilmani, K. T. (2008). An unknown world became known: Sub-creation theory by Tolkien. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Future Play 2008), Toronto, Ontario, Canada, November 3–5, 2008 (pp. 135–145).
  • Frost, W. H. (1897). The knights of the Round Table: Stories of King Arthur and the Holy Grail. Charles Scribner’s Sons. Retrieved from https://www.gutenberg.org/cache/epub/46176/pg46176-images.html
  • Grybauskas, P. (2022). A sense of tales untold: Exploring the edges of Tolkien’s literary canvas. Journal of Inklings Studies, 12 (2), 274–276. https://doi.org/10.3366/ink.2022.0162
  • Hart, R. (2007). Tolkien, Andrews, and dragons. In T. Hart & I. Khovacs (Eds.), Tree of tales: Tolkien, literature, and theology (pp. 15–25). Baylor University Press.
  • Hemminger, E. (2014). Game cultures as sub-creations. Case Studies on Religion & Digital Play. http://dx.doi.org/10.11588/rel.2014.0.12161
  • Howard, S. D. (2008). Recreating Beowulf’s “pregnant moment of poise”: Pagan doom and Christian eucatastrophe made incarnate in the Dark Age setting of The Lord of the Rings (Unpublished master’s thesis). The University of Montana.
  • Huizinga, J. (2015). Homo ludens: Oyunun toplumsal işlevi üzerine bir deneme (M. A. Kılıç, Çev.). İstanbul: Ayrıntı Yayınları.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Technical Report No. FS-04-04, pp. 1–5). AAAI Press.
  • Irwin, S. O. (2020). Digital hermeneutics for the new age of cinema. AI & Society. Advance online publication. https://doi.org/10.1007/s00146-020-00993-1
  • Jackson, P. (Director). (2003). The Lord of the Rings: The return of the king [Motion picture]. New Line Cinema.
  • Jacob, A. M., & Menon, N. (2023). Mythos to myth to mythopoeia: A cyclical process. Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature, 42 (1), Article 9.
  • Kalevala. (n.d.). In Britannica Encyclopaedia. Retrieved July 17, 2024, from https://www.britannica.com/topic/Kalevala
  • Keating, D. (2006). Subcreation in Tolkien and Sayers: Reflections from a theologian. The Chronicle of the Oxford University C.S. Lewis Society, 3 (2), 11–20. Retrieved from https://www.jstor.org/stable/48617770
  • Kristeva, J. (1986). The Kristeva reader (T. Moi, Ed.). Columbia University Press.
  • Konzack, L. (2006). Sub-creation of secondary game worlds. In Games 2006: International Digital Games Conference proceedings (pp. 115–122).
  • Kuhn, N., & Habermann, I. (2011). Sustainable fictions – Geographical, literary and cultural intersections in J.R.R. Tolkien’s The Lord of the Rings. The Cartographic Journal, 48(4), 263–273.
  • Lee, S., & Solopova, E. (2015). The keys of Middle-earth: Discovering medieval literature through the fiction of J. R. R. Tolkien. Palgrave Macmillan.
  • Michael, H. (2018). Of the Silmarils and the ring: J. R. R. Tolkien’s fiction and the importance of creation and art (Senior honors thesis, James Madison University). Senior Honors Projects, 2010–current, 569. Retrieved from https://commons.lib.jmu.edu/honors201019/569
  • Michelson, P. E. (2019). J.R.R. Tolkien on Faërie and Faërie-stories. Linguaculture, 10(2), 81–100. https://doi.org/10.47743/lincu-2019-2-0147
  • Mill, J. S. (2009). A system of logic, ratiocinative and inductive: Being a connected view of the principles of evidence and the methods of scientific investigation. Retrieved from https://www.gutenberg.org/files/27942/27942-h/27942-h.html
  • Mythopoeia. (2024, June 23). In Merriam-Webster.com dictionary. Retrieved July 23, 2024, from https://www.merriam-webster.com/dictionary/mythopoeia
  • Narsil. (2025, 4 Ocak). Vikipedi. Erişim tarihi: 4 Ocak 2025, https://tr.wikipedia.org/wiki/Narsil
  • Palmer, J. (2005). The Bible, King Arthur, and The Lord of the Rings: Archetypal connections and influences on J.R.R. Tolkien (Unpublished master’s thesis). California State University, Dominguez Hills.
  • Rincón Yohn, M. D. (2021). J.R.R. Tolkien’s sub-creation theory: Literary creativity as participation in the divine creation. Church, Communication and Culture, 6 (1), 17–33. https://doi.org/10.1080/23753234.2021.1886860
  • Ritchea, D. J. (2013). Realistic fantasy and sub-creation: A narratological approach to evaluating storyworld construction by using J.R.R. Tolkien’s Middle-earth. Augsburg Honors Review, 6, Article 18.
  • Saga. (n.d.). In Britannica Encyclopaedia. Retrieved December 5, 2020, from https://www.britannica.com/search?query=saGA
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.
  • Saxton, B. (2013). J.R.R. Tolkien, sub-creation, and theories of authorship. Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature, 31(3), Article 5.
  • J.R.R. Tolkien. (2025, 5 Ocak). Vikipedi. Erişim tarihi: 5 Ocak 2025, https://tr.wikipedia.org/wiki/J._R._R._Tolkien
  • Tolkien, J. R. R. (1936). Beowulf: The monsters and the critics. Proceedings of the British Academy, 22, 245–295. Erişim adresi: https://blogs.baruch.cuny.edu/odysseus2quixote/files/2015/01/Tolkien-Beowulf-the-Monsters-amp-the-Critics.pdf
  • Tolkien, J. R. R. (2024a). Silmarillion (C. Tolkien, Ed.). İstanbul: İthaki Yayınları. (6. Baskı).
  • Tolkien, J. R. R. (2024b). Yüzüklerin Efendisi. İstanbul: Metis Yayınları. (19. Baskı).
  • Tremblay, K. (2023). Collaborative worldbuilding for video games (1st ed.). CRC Press. https://doi.org/10.1201/9781003345619
  • Wolf, M. J. P. (2008). The video game explosion: A history from Pong to PlayStation and beyond. In M. J. P. Wolf (Ed.), The future of video games (pp. 324-331). Greenwood Press.
  • Şekil 1: Erbaş, E. D. (2025). Legendarium, bileşenler.
  • Şekil 2: Anduril ve Aragorn. (2021). https://bunker158.com/en/product/anduril-sword-of-king-elessar-united-cutlery-uc1380-herr-der-ringe-lord-of-the-rings/ (Erişim Tarihi: 18.12.2021). Ekskalibur. (2021). https://www.museumreplicas.com/king-arthurs-excalibur-and-other-legendary-swords (Erişim Tarihi: 18.12.2021).
  • Şekil 3: Erbaş, E. D. (2025). Alt-yaratım bileşenler. Bu makale için oluşturuldu.
  • Şekil 4: Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDE çerçevesi.
  • Şekil 5: Hunicke, R., Leblanc, M., & Zubek, R. (2004). Oyun bileşenleri ile bu araştırmada geliştirilen alt-yaratım modelinin şematik gösterimi.
  • Şekil 6: Shouts veya Thu’um. (2025). Alev Nefesi-Fire Breath. Gamerant. https://static0.gamerantimages.com/wordpress/wp-content/uploads/2020/10/Skyrim-Shouts-Dragon-Breath.jpg (Erişim Tarihi: 18.12.2025).
  • Şekil 7: Adams, E. (2009). Adams’dan (2009, s. 366) uyarlanan doğrusal düzen şeması.
  • Şekil 8: Adams, E. (2009). Alt-yaratım modeliyle doğrusal düzen yaklaşımının şematik gösterimi.
  • Şekil 9: The Way of the Voice. (2018). https://www.ign.com/wikis/the-elder-scrolls-5-skyrim/The_Way_Of_The_Voice (Erişim Tarihi: 18.12.2025).

DİJİTAL OYUNLARDA DÜNYA OLUŞTURMA VE ALT-YARATIM “MİTOPYA”

Yıl 2025, Cilt: 27 Sayı: 2, 875 - 913, 15.06.2025
https://doi.org/10.16953/deusosbil.1616581

Öz

Alt-yaratım kavramı, Britanyalı yazar John Ronald Reuel Tolkien tarafından 1939 yılında “Peri Masalları Üzerine” başlıklı konferansında ve bu konferansa dayanarak yazdığı aynı isimli makalede ortaya atılmıştır. Tolkien, farklı dönemlerde kaleme aldığı Niggle’ın Yaprağı, Silmarillion gibi eserlerinde bu kavrama doğrudan ya da dolaylı olarak değinmiştir. Bu çalışmaların, alt-yaratımın temel yapısını oluşturduğu söylenebilir. Tolkien, destanlar, halk hikayeleri, mitolojiler gibi yerleşik kültürel varlıklardan hareket ederek çağdaş bir mit yani mitopya oluşturmuştur. Yüzüklerin Efendisi ve Hobbit romanları, bu temeller üzerine inşa edilmiştir. Tolkien’in eserleri, edebiyat dünyasını güçlü bir şekilde etkilemiş ve bu etkiler önce sinema sonra oyun dünyasına yansımıştır. Bu makalede, dijital oyun tasarımında dünya inşa etmenin temel bir yöntemi olarak alt-yaratım kavramı incelenmiş ve bileşenleri belirlenmiştir. Araştırma, dijital oyunlarda oynama deneyiminin önemli bir belirleyici olduğu düşüncesini desteklemektedir. Bu bağlamda, dijital oyunlarda alt-yaratımın oyun deneyimi üzerine etkisi alt-yaratım kavramı çerçevesinde ele alınmıştır. Makale, dijital oyun tasarımcıları için bir alt-yaratım modelini tartışmayı amaçlamaktadır. J.R.R. Tolkien’in alt-yaratım kavramına dayanarak oluşturduğu ve araştırmacılar tarafından “Legendarium” olarak adlandırılan Orta Dünya edebi seçkisi, makalenin genel çerçevesini oluşturmaktadır. Araştırmada, alt-yaratım kavramı bir dünya oluşturma yöntemi olarak kabul edilmiş ve bu kavramın genel yapısı ortaya konmuştur. Metinlerarası bir yaklaşımla ele alınan bu kavram, nitel ve karşılaştırmalı bir yöntemle çözümlenmiştir. Sonuç olarak, oyun tasarımcıları için bir dünya oluşturma modeli önerilmiştir.

Kaynakça

  • Acharya, D., & Wardrip-Fruin, N. (2019). Building worlds together: Understanding collaborative co-creation of game worlds. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1–5). Association for Computing Machinery. https://doi.org/10.1145/3337722.3337748
  • Adams, E. (2009). Fundamentals of game design (2nd ed.). New Riders.
  • Agøy, N. I. (1995). “Quid Hinieldus cum Christo?” - New Perspectives on Tolkien’s Theological Dilemma and his Sub-Creation Theory. Mallorn: The Journal of the Tolkien Society, 33, 31–38. http://www.jstor.org/stable/45320410
  • Almeida, S., Mealha, Ó., Roque, L., & Veloso, A. (2013). The video game and player in a gameplay experience model proposal. Paper presented at Videojogos 2013 - Conferência de Ciências e Artes dos Videojogos.
  • Arnheim, R. (2012). Sanat olarak sinema (Çev. G. Gündüz). İstanbul: Agora Kitaplığı.
  • Arnheim, R. (2004). Görsel düşünme (Çev. S. İrvan). İstanbul: Metis Yayınları.
  • Aydın, K., & Hanağası, U. B. (2017). Sosyoloji ve siyasal araştırmalarda karşılaştırmalı yöntem. Kocaeli Üniversitesi Sosyal Bilimler Dergisi, (33), 57–86.
  • Bethesda Game Studios. (2002). The Elder Scrolls III: Morrowind [Video oyunu]. Bethesda Softworks.
  • Bethesda Game Studios. (2006). The Elder Scrolls IV: Oblivion [Video oyunu]. Bethesda Softworks.
  • Bethesda Game Studios. (2011). The Elder Scrolls V: Skyrim [Video oyunu]. Bethesda Softworks.
  • Bethesda Softworks. (1994). The Elder Scrolls: Arena [Video oyunu]. Bethesda Softworks.
  • Černochová, J. (2008). The influence of legends and myths on J.R.R. Tolkien’s works (Master’s thesis). University of Pardubice, Faculty of Arts and Philosophy.
  • Edda. (n.d.). In Britannica Encyclopaedia. https://www.britannica.com/topic/Edda. (Retrieved: 17.7.2024).
  • Erbaş, E. D. (2018). Kara film türünün dijital oyuna etkisi bağlamında Max Payne incelemesi [Yüksek lisans tezi]. İstanbul Aydın Üniversitesi.
  • Evelyn, J., & Tamilmani, K. T. (2008). An unknown world became known: Sub-creation theory by Tolkien. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Future Play 2008), Toronto, Ontario, Canada, November 3–5, 2008 (pp. 135–145).
  • Frost, W. H. (1897). The knights of the Round Table: Stories of King Arthur and the Holy Grail. Charles Scribner’s Sons. Retrieved from https://www.gutenberg.org/cache/epub/46176/pg46176-images.html
  • Grybauskas, P. (2022). A sense of tales untold: Exploring the edges of Tolkien’s literary canvas. Journal of Inklings Studies, 12 (2), 274–276. https://doi.org/10.3366/ink.2022.0162
  • Hart, R. (2007). Tolkien, Andrews, and dragons. In T. Hart & I. Khovacs (Eds.), Tree of tales: Tolkien, literature, and theology (pp. 15–25). Baylor University Press.
  • Hemminger, E. (2014). Game cultures as sub-creations. Case Studies on Religion & Digital Play. http://dx.doi.org/10.11588/rel.2014.0.12161
  • Howard, S. D. (2008). Recreating Beowulf’s “pregnant moment of poise”: Pagan doom and Christian eucatastrophe made incarnate in the Dark Age setting of The Lord of the Rings (Unpublished master’s thesis). The University of Montana.
  • Huizinga, J. (2015). Homo ludens: Oyunun toplumsal işlevi üzerine bir deneme (M. A. Kılıç, Çev.). İstanbul: Ayrıntı Yayınları.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Technical Report No. FS-04-04, pp. 1–5). AAAI Press.
  • Irwin, S. O. (2020). Digital hermeneutics for the new age of cinema. AI & Society. Advance online publication. https://doi.org/10.1007/s00146-020-00993-1
  • Jackson, P. (Director). (2003). The Lord of the Rings: The return of the king [Motion picture]. New Line Cinema.
  • Jacob, A. M., & Menon, N. (2023). Mythos to myth to mythopoeia: A cyclical process. Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature, 42 (1), Article 9.
  • Kalevala. (n.d.). In Britannica Encyclopaedia. Retrieved July 17, 2024, from https://www.britannica.com/topic/Kalevala
  • Keating, D. (2006). Subcreation in Tolkien and Sayers: Reflections from a theologian. The Chronicle of the Oxford University C.S. Lewis Society, 3 (2), 11–20. Retrieved from https://www.jstor.org/stable/48617770
  • Kristeva, J. (1986). The Kristeva reader (T. Moi, Ed.). Columbia University Press.
  • Konzack, L. (2006). Sub-creation of secondary game worlds. In Games 2006: International Digital Games Conference proceedings (pp. 115–122).
  • Kuhn, N., & Habermann, I. (2011). Sustainable fictions – Geographical, literary and cultural intersections in J.R.R. Tolkien’s The Lord of the Rings. The Cartographic Journal, 48(4), 263–273.
  • Lee, S., & Solopova, E. (2015). The keys of Middle-earth: Discovering medieval literature through the fiction of J. R. R. Tolkien. Palgrave Macmillan.
  • Michael, H. (2018). Of the Silmarils and the ring: J. R. R. Tolkien’s fiction and the importance of creation and art (Senior honors thesis, James Madison University). Senior Honors Projects, 2010–current, 569. Retrieved from https://commons.lib.jmu.edu/honors201019/569
  • Michelson, P. E. (2019). J.R.R. Tolkien on Faërie and Faërie-stories. Linguaculture, 10(2), 81–100. https://doi.org/10.47743/lincu-2019-2-0147
  • Mill, J. S. (2009). A system of logic, ratiocinative and inductive: Being a connected view of the principles of evidence and the methods of scientific investigation. Retrieved from https://www.gutenberg.org/files/27942/27942-h/27942-h.html
  • Mythopoeia. (2024, June 23). In Merriam-Webster.com dictionary. Retrieved July 23, 2024, from https://www.merriam-webster.com/dictionary/mythopoeia
  • Narsil. (2025, 4 Ocak). Vikipedi. Erişim tarihi: 4 Ocak 2025, https://tr.wikipedia.org/wiki/Narsil
  • Palmer, J. (2005). The Bible, King Arthur, and The Lord of the Rings: Archetypal connections and influences on J.R.R. Tolkien (Unpublished master’s thesis). California State University, Dominguez Hills.
  • Rincón Yohn, M. D. (2021). J.R.R. Tolkien’s sub-creation theory: Literary creativity as participation in the divine creation. Church, Communication and Culture, 6 (1), 17–33. https://doi.org/10.1080/23753234.2021.1886860
  • Ritchea, D. J. (2013). Realistic fantasy and sub-creation: A narratological approach to evaluating storyworld construction by using J.R.R. Tolkien’s Middle-earth. Augsburg Honors Review, 6, Article 18.
  • Saga. (n.d.). In Britannica Encyclopaedia. Retrieved December 5, 2020, from https://www.britannica.com/search?query=saGA
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.
  • Saxton, B. (2013). J.R.R. Tolkien, sub-creation, and theories of authorship. Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature, 31(3), Article 5.
  • J.R.R. Tolkien. (2025, 5 Ocak). Vikipedi. Erişim tarihi: 5 Ocak 2025, https://tr.wikipedia.org/wiki/J._R._R._Tolkien
  • Tolkien, J. R. R. (1936). Beowulf: The monsters and the critics. Proceedings of the British Academy, 22, 245–295. Erişim adresi: https://blogs.baruch.cuny.edu/odysseus2quixote/files/2015/01/Tolkien-Beowulf-the-Monsters-amp-the-Critics.pdf
  • Tolkien, J. R. R. (2024a). Silmarillion (C. Tolkien, Ed.). İstanbul: İthaki Yayınları. (6. Baskı).
  • Tolkien, J. R. R. (2024b). Yüzüklerin Efendisi. İstanbul: Metis Yayınları. (19. Baskı).
  • Tremblay, K. (2023). Collaborative worldbuilding for video games (1st ed.). CRC Press. https://doi.org/10.1201/9781003345619
  • Wolf, M. J. P. (2008). The video game explosion: A history from Pong to PlayStation and beyond. In M. J. P. Wolf (Ed.), The future of video games (pp. 324-331). Greenwood Press.
  • Şekil 1: Erbaş, E. D. (2025). Legendarium, bileşenler.
  • Şekil 2: Anduril ve Aragorn. (2021). https://bunker158.com/en/product/anduril-sword-of-king-elessar-united-cutlery-uc1380-herr-der-ringe-lord-of-the-rings/ (Erişim Tarihi: 18.12.2021). Ekskalibur. (2021). https://www.museumreplicas.com/king-arthurs-excalibur-and-other-legendary-swords (Erişim Tarihi: 18.12.2021).
  • Şekil 3: Erbaş, E. D. (2025). Alt-yaratım bileşenler. Bu makale için oluşturuldu.
  • Şekil 4: Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDE çerçevesi.
  • Şekil 5: Hunicke, R., Leblanc, M., & Zubek, R. (2004). Oyun bileşenleri ile bu araştırmada geliştirilen alt-yaratım modelinin şematik gösterimi.
  • Şekil 6: Shouts veya Thu’um. (2025). Alev Nefesi-Fire Breath. Gamerant. https://static0.gamerantimages.com/wordpress/wp-content/uploads/2020/10/Skyrim-Shouts-Dragon-Breath.jpg (Erişim Tarihi: 18.12.2025).
  • Şekil 7: Adams, E. (2009). Adams’dan (2009, s. 366) uyarlanan doğrusal düzen şeması.
  • Şekil 8: Adams, E. (2009). Alt-yaratım modeliyle doğrusal düzen yaklaşımının şematik gösterimi.
  • Şekil 9: The Way of the Voice. (2018). https://www.ign.com/wikis/the-elder-scrolls-5-skyrim/The_Way_Of_The_Voice (Erişim Tarihi: 18.12.2025).
Toplam 57 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Kültürel çalışmalar (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Engin Deniz Erbaş 0000-0001-5288-2867

Gönderilme Tarihi 9 Ocak 2025
Kabul Tarihi 26 Mart 2025
Erken Görünüm Tarihi 2 Haziran 2025
Yayımlanma Tarihi 15 Haziran 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 27 Sayı: 2

Kaynak Göster

APA Erbaş, E. D. (2025). DİJİTAL OYUNLARDA DÜNYA OLUŞTURMA VE ALT-YARATIM “MİTOPYA”. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 27(2), 875-913. https://doi.org/10.16953/deusosbil.1616581