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Zihin Odaklı Etkileşim: Hikâye Tabanlı Bir Dedektiflik Oyununda Yakınsak Düşünme Yaklaşımı

Yıl 2025, Cilt: 13 Sayı: 3, 1406 - 1421, 31.07.2025
https://doi.org/10.29130/dubited.1694468

Öz

Bu çalışma, hikâye odaklı gizem ve gerilim temalı oyunlarda yakınsak düşünmenin oyun geliştirme sürecine nasıl entegre edilebileceğini derinlemesine incelemektedir. Teknik altyapı oluşturulurken, Unity, Blender ve Inkscape gibi araçlar aracılığıyla yakınsak düşünmeyi destekleyen mekânsal ipuçları, etkileşimli objeler ve detaylı ortam tasarımları geliştirilmiştir. Yakınsak düşünme, çok sayıda olasılık içerisinden en uygun çözüme ulaşmayı hedefleyen analitik ve mantıksal bir düşünme biçimidir. Bu bağlamda, oyun kurgusu oluşturulurken çeşitli senaryo olasılıkları değerlendirilmiş; olay örgüsü içerisindeki tutarlılık, neden-sonuç ilişkileri ve oyuncunun yönlendirilmesi gibi unsurlar üzerinde yoğunlaşılmıştır. Oyunda, oyuncunun bir dedektif rolüne bürünmesi, yakınsak düşünme sürecinin doğrudan tetiklenmesini sağlamaktadır. Oyuncu, karşılaştığı vakayı çözebilmek için ipuçlarını toplamak, ipuçları arasında bağlantı kurmak, doğru bilgileri ayıklamak ve mantıklı çıkarımlar yapmak zorundadır. Oyun, yalnızca ezber ya da refleks değil; analitik düşünmeyi, mantıksal dizilimi ve tutarlı problem çözme becerilerini teşvik edecek şekilde tasarlanmıştır. Her bir sahne, oyuncunun zihinsel süreçlerini yönlendirecek şekilde yapılandırılmış; görsel ve işitsel verilerle desteklenerek dikkat, hafıza ve muhakeme becerileri ön plana çıkarılmıştır. Yakınsak düşünmenin temelinde yer alan "doğru cevaba ulaşma" hedefi, oyunun ilerleyişinde birincil yönlendirici olarak kullanılmıştır. Oyuncunun yaptığı analizler, sonucu doğrudan etkilemektedir. Böylece oyuncu, stratejik ve analitik düşünmeye teşvik edilmiştir. Literatürde benzer biçimde ele alınmamış bu yaklaşım, özgün ve yenilikçi bir katkı niteliği taşımakta olup, Unity platformunda 3D hikâye tabanlı bir oyun geliştirmek isteyen geliştiriciler için yakınsak düşünme temelli bir oyun tasarımının tüm aşamalarını ayrıntılı biçimde ele alarak rehber niteliğinde bir kaynak sunmayı amaçlamaktadır.

Kaynakça

  • [1] A. E. Fakazlı, "The effect of COVID-19 pandemic on digital games and eSports," International Journal of Science, vol. 8, no. 4, pp. 352–359, 2020.
  • [2] C. Kadaifci, C. E. Bozdağ and E. Işıklı, “COVID-19 pandemisinin Türkiye mobil oyun pazarına etkisi: Bir metin madenciliği uygulaması”, Journal of Turkish Operations Management, vol. 8, no. 1, pp. 1–19, 2024.
  • [3] H. Coşkun, "Cognitive stimulation with convergent and divergent thinking exercises in brainwriting: Incubation, sequence priming, and group context," Small Group Research, vol. 36, no. 4, pp. 466–498, 2005.
  • [4] M. A. Runco and S. Acar, "Divergent thinking as an indicator of creative potential," Creativity Research Journal, vol. 24, no. 1, pp. 66–75, 2012.
  • [5] A. Cropley, "In praise of convergent thinking," Creativity Research Journal, vol. 18, no. 3, pp. 391–404, 2006.
  • [6] J. P. Guilford, "Creativity," American Psychologist, vol. 5, no. 9, pp. 444–454, 1950.
  • [7] W. Yuan, “Design and implementation of puzzle adventure game based on unity,” Communications in Humanities Research, vol. 20, no. 1, pp. 205-218, 2023.
  • [8] J. A. Widjaja, L. Jefferson, M. F. B. Siahaan and A. Chow, "Utilizing game development life cycle method to develop an educational game for basic mathematics using Unity 2D game engine," International Journal of Informatics and Software Innovation Technologies (IJISIT), vol. 1, no. 1, pp. 20-30, 2024.
  • [9] J. Hamari, J. Koivisto and H. Sarsa, "Does gamification work? -- A literature review of empirical studies on gamification," in 2014 47th Hawaii International Conference on System Sciences (HICSS), Waikoloa, HI, USA, 2014, pp. 3025-3034.
  • [10] K. J. Lakshmi Bai, T. Shatvika Shadvini, G. P. Kumar, N. Reddy, P. M. Sai and P. Siri Chandana, "GAME 101: an online gamified learning platform for data structure and algorithms," in 2024 IEEE 4th International Conference on ICT in Business Industry & Government (ICTBIG), Indore, India, 2024, pp. 1-9.
  • [11] Unity Documentation. “Unity User Manual 2022.3 (LTS)”. Accessed: Jun. 1, 2025. [Online]. Available: https://docs.unity3d.com/2022.3/Documentation/Manual/index.html.
  • [12] J. Howard, Quests: Design, Theory, and History in Games and Narratives, Boca Raton, FL, USA: AK Peters/CRC Press, 2022.
  • [13] S. Singh and A. Kaur, "Game development using Unity game engine," in Proceedings 3rd International Conference on Computing, Analytics and Networking (ICAN), Rajpura, Punjab, India, 2022, pp. 1–6.
  • [14] C. Şengünalp and S. Sarıhan, "Convergence of art and technology in character and space design with Blender," Art Time, vol. 7, pp. 38–47, 2024.
  • [15] L. Soni, A. Kaur and A. Sharma, "A review on different versions and interfaces of Blender software," in Proceedings of the 7th International Conference on Trends in Electronics and Informatics (ICOEI), Tirunelveli, India, 2023, pp. 882–887.
  • [16] W. Jackson and W. Jackson, Pro Java 9 Games Development: Leveraging the JavaFX APIs, Berkeley, CA, USA: Apress, 2017, pp. 53–71.
  • [17] S. Rodríguez-López, M. F. E. Martínez, L. Junquera and M. García-Pola, "Two-dimensional analysis of digital images through vector graphic editors in dentistry: New calibration and analysis protocol based on a scoping review," International Journal of Environmental Research and Public Health, vol. 18, no. 9, 2021, Art. no. 4497.
  • [18] Inkspace. “Frequently Asked Questions - for Inkscape Users.”. Accessed: Jun. 2, 2025. [Online]. Available: https://inkscape.org/learn/faq/.
  • [19] G. Montesanto, "A fast GNU method to draw accurate scientific illustrations for taxonomy," ZooKeys, vol. 515, pp. 191–207, 2015.
  • [20] D. Baccarini, J. (Cecilia) Xia and G. Caulfield, "The planning and implementation of computer-based games for project risk management education: a preliminary case study," Australasian Journal of Construction Economics and Building - Conference Series, vol. 1, no. 1, pp. 20-30, 2013.
  • [21] Yohanes, J. Pragantha and D. A. Haris, "Adventure game 'Detective Adventure' using unity virtual reality," IOP Conference Series: Materials Science and Engineering, vol. 1007, no. 1, 2020, Art. no. 012125.
  • [22] N. T. Rumbay, J. Pragantha and D. A. H. Haris, "Development of a 2D action adventure game with rhythm element named 'Omnicaelum, the way out'," International Journal of Application on Sciences Technology and Engineering, vol. 1, no. 2, pp. 740–747, 2023.
  • [23] K. M. Hullett, “The science of level design: Design patterns and analysis of player behavior in first-person shooter levels,” Ph.D. dissertation, University of California, Santa Cruz, CA, 2012.
  • [24] A. Khalifa, F. de Mesentier Silva and J. Togelius, "Level design patterns in 2D games," in 2019 IEEE Conference on Games (CoG), London, UK, 2019, pp. 1-8.
  • [25] Unity Documentation. “Welcome to the Unity Scripting Reference”. Accessed: Jun. 2, 2025. [Online]. Available: https://docs.unity3d.com/ScriptReference/index.html.
  • [26] Z. Alipour, P. S. Dehkordi and M. Entezari, “The effect of games based on divergent and convergent thinking on motor competence and creativity in children aged 7–8 years,” Acta Gymnica, vol. 53, 2023, Art. no. e2023.003.
  • [27] J. Rafner et al., "Towards game-based assessment of creative thinking," Journal of Creative Behavior, vol. 35, no. 4, pp. 763–782, 2023.

Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game

Yıl 2025, Cilt: 13 Sayı: 3, 1406 - 1421, 31.07.2025
https://doi.org/10.29130/dubited.1694468

Öz

This study explores how convergent thinking can be integrated into the game development process in story-driven mystery and thriller themed games. While creating the technical infrastructure, spatial cues, interactive objects and detailed environment designs that support convergent thinking were developed through tools such as Unity, Blender and Inkscape. Convergent thinking is an analytical and logical way of thinking that aims to reach the most appropriate solution from a large number of possibilities. In this context, various scenario possibilities were evaluated while creating the game fiction; elements such as consistency in the plot, cause-effect relationships and player guidance were focused on. In the game, the player's role as a detective directly triggers the convergent thinking process. The player has to collect clues, make connections between clues, extract the right information and make logical inferences in order to solve the case. The game is designed to encourage analytical thinking, logical sequencing and coherent problem-solving skills, not just memorization or reflexes. Each scene is structured to guide the player's mental processes; attention, memory and reasoning skills are emphasized by supporting visual and auditory data. The goal of “reaching the right answer”, which is the basis of convergent thinking, was used as the primary guide in the progression of the game. The player's analysis directly affects the outcome. Thus, the player was encouraged to think strategically and analytically. This approach, which has not been addressed in a similar way in the literature, is an original and innovative contribution and aims to provide a guiding resource for developers who want to develop a 3D story-based game on the Unity platform by addressing all stages of a convergent thinking-based game design in detail.

Kaynakça

  • [1] A. E. Fakazlı, "The effect of COVID-19 pandemic on digital games and eSports," International Journal of Science, vol. 8, no. 4, pp. 352–359, 2020.
  • [2] C. Kadaifci, C. E. Bozdağ and E. Işıklı, “COVID-19 pandemisinin Türkiye mobil oyun pazarına etkisi: Bir metin madenciliği uygulaması”, Journal of Turkish Operations Management, vol. 8, no. 1, pp. 1–19, 2024.
  • [3] H. Coşkun, "Cognitive stimulation with convergent and divergent thinking exercises in brainwriting: Incubation, sequence priming, and group context," Small Group Research, vol. 36, no. 4, pp. 466–498, 2005.
  • [4] M. A. Runco and S. Acar, "Divergent thinking as an indicator of creative potential," Creativity Research Journal, vol. 24, no. 1, pp. 66–75, 2012.
  • [5] A. Cropley, "In praise of convergent thinking," Creativity Research Journal, vol. 18, no. 3, pp. 391–404, 2006.
  • [6] J. P. Guilford, "Creativity," American Psychologist, vol. 5, no. 9, pp. 444–454, 1950.
  • [7] W. Yuan, “Design and implementation of puzzle adventure game based on unity,” Communications in Humanities Research, vol. 20, no. 1, pp. 205-218, 2023.
  • [8] J. A. Widjaja, L. Jefferson, M. F. B. Siahaan and A. Chow, "Utilizing game development life cycle method to develop an educational game for basic mathematics using Unity 2D game engine," International Journal of Informatics and Software Innovation Technologies (IJISIT), vol. 1, no. 1, pp. 20-30, 2024.
  • [9] J. Hamari, J. Koivisto and H. Sarsa, "Does gamification work? -- A literature review of empirical studies on gamification," in 2014 47th Hawaii International Conference on System Sciences (HICSS), Waikoloa, HI, USA, 2014, pp. 3025-3034.
  • [10] K. J. Lakshmi Bai, T. Shatvika Shadvini, G. P. Kumar, N. Reddy, P. M. Sai and P. Siri Chandana, "GAME 101: an online gamified learning platform for data structure and algorithms," in 2024 IEEE 4th International Conference on ICT in Business Industry & Government (ICTBIG), Indore, India, 2024, pp. 1-9.
  • [11] Unity Documentation. “Unity User Manual 2022.3 (LTS)”. Accessed: Jun. 1, 2025. [Online]. Available: https://docs.unity3d.com/2022.3/Documentation/Manual/index.html.
  • [12] J. Howard, Quests: Design, Theory, and History in Games and Narratives, Boca Raton, FL, USA: AK Peters/CRC Press, 2022.
  • [13] S. Singh and A. Kaur, "Game development using Unity game engine," in Proceedings 3rd International Conference on Computing, Analytics and Networking (ICAN), Rajpura, Punjab, India, 2022, pp. 1–6.
  • [14] C. Şengünalp and S. Sarıhan, "Convergence of art and technology in character and space design with Blender," Art Time, vol. 7, pp. 38–47, 2024.
  • [15] L. Soni, A. Kaur and A. Sharma, "A review on different versions and interfaces of Blender software," in Proceedings of the 7th International Conference on Trends in Electronics and Informatics (ICOEI), Tirunelveli, India, 2023, pp. 882–887.
  • [16] W. Jackson and W. Jackson, Pro Java 9 Games Development: Leveraging the JavaFX APIs, Berkeley, CA, USA: Apress, 2017, pp. 53–71.
  • [17] S. Rodríguez-López, M. F. E. Martínez, L. Junquera and M. García-Pola, "Two-dimensional analysis of digital images through vector graphic editors in dentistry: New calibration and analysis protocol based on a scoping review," International Journal of Environmental Research and Public Health, vol. 18, no. 9, 2021, Art. no. 4497.
  • [18] Inkspace. “Frequently Asked Questions - for Inkscape Users.”. Accessed: Jun. 2, 2025. [Online]. Available: https://inkscape.org/learn/faq/.
  • [19] G. Montesanto, "A fast GNU method to draw accurate scientific illustrations for taxonomy," ZooKeys, vol. 515, pp. 191–207, 2015.
  • [20] D. Baccarini, J. (Cecilia) Xia and G. Caulfield, "The planning and implementation of computer-based games for project risk management education: a preliminary case study," Australasian Journal of Construction Economics and Building - Conference Series, vol. 1, no. 1, pp. 20-30, 2013.
  • [21] Yohanes, J. Pragantha and D. A. Haris, "Adventure game 'Detective Adventure' using unity virtual reality," IOP Conference Series: Materials Science and Engineering, vol. 1007, no. 1, 2020, Art. no. 012125.
  • [22] N. T. Rumbay, J. Pragantha and D. A. H. Haris, "Development of a 2D action adventure game with rhythm element named 'Omnicaelum, the way out'," International Journal of Application on Sciences Technology and Engineering, vol. 1, no. 2, pp. 740–747, 2023.
  • [23] K. M. Hullett, “The science of level design: Design patterns and analysis of player behavior in first-person shooter levels,” Ph.D. dissertation, University of California, Santa Cruz, CA, 2012.
  • [24] A. Khalifa, F. de Mesentier Silva and J. Togelius, "Level design patterns in 2D games," in 2019 IEEE Conference on Games (CoG), London, UK, 2019, pp. 1-8.
  • [25] Unity Documentation. “Welcome to the Unity Scripting Reference”. Accessed: Jun. 2, 2025. [Online]. Available: https://docs.unity3d.com/ScriptReference/index.html.
  • [26] Z. Alipour, P. S. Dehkordi and M. Entezari, “The effect of games based on divergent and convergent thinking on motor competence and creativity in children aged 7–8 years,” Acta Gymnica, vol. 53, 2023, Art. no. e2023.003.
  • [27] J. Rafner et al., "Towards game-based assessment of creative thinking," Journal of Creative Behavior, vol. 35, no. 4, pp. 763–782, 2023.
Toplam 27 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Sınıflandırma algoritmaları
Bölüm Makaleler
Yazarlar

Fatma Nur Işık 0009-0001-3889-8915

Ece Karakoç 0009-0004-9068-8941

Ferhat Demiray 0000-0002-4071-9285

Yayımlanma Tarihi 31 Temmuz 2025
Gönderilme Tarihi 7 Mayıs 2025
Kabul Tarihi 16 Haziran 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 13 Sayı: 3

Kaynak Göster

APA Işık, F. N., Karakoç, E., & Demiray, F. (2025). Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game. Duzce University Journal of Science and Technology, 13(3), 1406-1421. https://doi.org/10.29130/dubited.1694468
AMA Işık FN, Karakoç E, Demiray F. Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game. DÜBİTED. Temmuz 2025;13(3):1406-1421. doi:10.29130/dubited.1694468
Chicago Işık, Fatma Nur, Ece Karakoç, ve Ferhat Demiray. “Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game”. Duzce University Journal of Science and Technology 13, sy. 3 (Temmuz 2025): 1406-21. https://doi.org/10.29130/dubited.1694468.
EndNote Işık FN, Karakoç E, Demiray F (01 Temmuz 2025) Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game. Duzce University Journal of Science and Technology 13 3 1406–1421.
IEEE F. N. Işık, E. Karakoç, ve F. Demiray, “Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game”, DÜBİTED, c. 13, sy. 3, ss. 1406–1421, 2025, doi: 10.29130/dubited.1694468.
ISNAD Işık, Fatma Nur vd. “Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game”. Duzce University Journal of Science and Technology 13/3 (Temmuz2025), 1406-1421. https://doi.org/10.29130/dubited.1694468.
JAMA Işık FN, Karakoç E, Demiray F. Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game. DÜBİTED. 2025;13:1406–1421.
MLA Işık, Fatma Nur vd. “Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game”. Duzce University Journal of Science and Technology, c. 13, sy. 3, 2025, ss. 1406-21, doi:10.29130/dubited.1694468.
Vancouver Işık FN, Karakoç E, Demiray F. Mind-Focused Interaction: A Convergent Thinking Approach in a Story-Based Detective Game. DÜBİTED. 2025;13(3):1406-21.